Vacation+for+all

Lisa Waters, Erika Naugle, Jennifer Ellis, & Mechelle Reynolds =Travania - The Travel Adventure Game= //**[|Click here]** to purchase this game through Game Crafter!// Travania's History: ** 
 * 
 * T ravania is an ancient country with a very old history. Back in the 1500s, the natives of Travania began to walk great distances to spread the news of their villages. They learned so much from the areas they encountered that they began traveling in droves to far-away places and started to document their expeditions.

Today, Travania has about 650,000 Vanians. They have a general philosophy among their people to enjoy all the experiences you can throughout your life. The natives of Travania speak Vane. They love their warm tropical climate and have a great affinity for their sporadic downpours. They value their ability to be flexible and adventurous. They are known for somehow getting themselves into peculiar circumstances. You just can never tell what the day will be like for a Vanian.** The Travanian Dollar thrives across the countryside. Small, but profitable industries help keep the natives daily experiences enjoyable. Farming of pineapples and bamboo, along with a very successful fishing industry, which is popular among anglers all over the world create a united country in tune. Today, Travania's tourist industry has really taken off! It is mostly due to the relationship between the college and the foreign exchange student program. And the Vanians are usually pleased to see visitors from all over the world. **

=Instructional Objective = Expose players to common challenges faced during international travel. ** Learners will develop time and money management skills throughout their trip by making decisions to impact their travel in the most efficient manner.
 * 

This game is designed for college aged or first time international travelers preparing to study abroad. This game would be played as part of an orientation or a class that is focused on preparing students for travel.
 * Learners & Context of Use **


 * Competing Products **

· **Go-The International Travel Game ** Players are racing around the world, to buy a souvenir in principal cities. Travels reach their destinations by air, sea, and train-when traveling internationally travelers run the risk of unforeseen problems. · **Travel ** Random tickets are purchased allowing players to move along the board. Each roll of the dice means something different (money, travel destination), players must visit 7 countries before going home to win. · **Travel Mania ** Players race around different contents collecting stamps on their passports and visas by answering trivia questions about the countries in the content. Our game will be similar in that players will have to travel to different continents and face challenges in each country. Our game will differ in that the challenges will have different formats. Some of the challenge formats will be draw the items, answer a trivia queation, use your resouces, find the picture etc. The challenges will also be timed to increase the pressure. Our challenges will not only center around traveling to different locations but also the qualities of a good traveler.

The object of the game is to return to the college campus on time without running out of money, and with the most "traveler experience" points.
 * <span style="font-family: 'Arial','sans-serif'; font-size: 13pt;">Object of the Game **

Players are preparing to study abroad, but prior to their classes beginning they will spend two weeks traveling around the country that they will be studying in. Their goal is to implement good traveling practices as they make choices about where they go, what to see, and what to do. Some parts of the country will be urban and other parts will be very remote.
 * <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">Game general Description **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">
 * The Rules :**

You are a student that will be studying abroad in the country of Travania this next semester. You have decided to arrive two weeks early to your college and travel around the country to see where you will be spending the next 6 months. Your challenge is to travel around the country for two weeks, and make it back to the college campus before the semester begins without running out of time or money.
 * Object of the game:**


 * Travania History:**
 * Travania is an ancient country with a very old history. Back in the 1500s, the natives of Travania began to walk great distances to spread the news of their villages. They learned so much from the areas they encountered that they began traveling in droves to far-away places and started to document their expeditions. **


 * Today, Travania has about 650,000 Vanians. They have a general philosophy among their people to enjoy all the experiences you can throughout your life. The natives of Travania speak Vane. They love their warm tropical climate and have a great affinity for their sporadic downpours. They value their ability to be flexible and adventurous. They are known for somehow getting themselves into peculiar circumstances. You just can never tell what the day will be like for a Vanian. **


 * The Travanian Dollar thrives across the countryside. Small, but profitable industries help keep the natives daily experiences enjoyable. Farming of pineapples and bamboo, along with a very successful fishing industry, which is popular among anglers all over the world create a united country in tune. Today, Travania's tourist industry has really taken off! It is mostly due to the relationship between the college and the foreign exchange student program. And the Vanians are usually pleased to see visitors from all over the world. **

Contents of the game: 1 Rectangular game board with map of Travania. 2 sets of Chance Cards color coded. Green = high chance and yellow = low chance 6 player pieces 30 Player Itinerary Sheets. 175 Tokens for experience points $10,625 in Travanian Dollars
 * Game Materials**

Set up would take about 5 to ten minutes and 30 minutes to an hour to play depending on the number of players.
 * Time Required:**

Each player will receive $1000, a game piece, and an itinerary. Select one player to be the designated banker for the rest of the game.
 * Before you begin:**

Next you must pack your luggage by selecting 10 items you would like to bring with you. These items will come into play during the game. Once all players have determined their destination areas and packed, play can begin. <span style="display: block; font-family: 'Arial','sans-serif'; font-size: 13pt; text-align: left;"> The oldest player gets two important jobs. All players begin at the college and play continues counterclockwise.
 * Completing the itinerary:** On the itinerary you must review the destination locations and select 6 that you plan on visiting on your trip.
 * Note: You will be rewarded in the end for following your itinerary. Green locations have cards that involve a higher degree of risk. Yellow ** locations have chance cards that are lower in risk. Chance cards may be both positive and negative. **
 * Getting started:**
 * First they are the official time keeper. Each round they must check a day off of their itinerary sheet. On the 14th round you must announce to the players that this is the last round.
 * The second job is that they get to go first and kick off the game.

Each player is allowed to move up to 6 spaces in a turn, however if you reach a destination in less than 6 spaces your turn ends. If you do not want to stop at a location simply do not land your piece in that square. You may only stop at a location twice.

When you land on a green or yellow space you must pay for your travel and lodging expenses, and draw a corresponding card. i.e. If you land on a green space pay $20 and draw a green card. See legend on pg. 3 for specifics.
 * Green and Yellow Spaces and Destinations:**

When you land on a green or yellow destination location you must pay the designated amount, collect the designated amount of experience points, and draw a corresponding card. As you travel around the game you will acquire experience points. Green = 5pts White = 1pt You may exchange 2 experience points for $100 but you must head straight back to the college and may not make extra stops on the way back.
 * Legend:**
 * Experience Points:**
 * If you run out of money:**

On the 14th round all players should arrive at the college. The player with the most experience points wins. Opportunities for additional pts.:
 * Finishing the game and how to win:**
 * For every $100 a player has left over they gain 1 experience point.
 * If you made it to all 6 locations on your itinerary you gain 5 experience points.

If you do not make it back to the college you must do the following:
 * If you packed a rail pass or bus pass, then you can travel back to the college at no cost, but you lose 2 experience points for being late.
 * If you do not have a rail pass or bus pass you must buy one to get home for $20 and you lose the following number of experience points depending on how far away from the college you are:
 * If you are 4 squares or less away you lose 2 experience point
 * If you are 5 - 10 squares away you lose 3 experience points
 * If you are 11 or more points away you lose 4 experience points

**The Board:** **Yellow Experience Cards** Front Of Cards Back Of Cards

Green Experience Cards Back of cards



Our play testers really met our target audience. They were students enrolled in a class about preparing for international travel and life after college. The students were very motivated to play the game and had fun doing so. The game proved to be very effective as the students took away the 3 main principles of the game. They all had their itinerary cards come into play during the game as part of their preparation. During the game they were forced to manage their time and money. They faced unexpected experiences along the way both positive and negative. At the end of the game they were rewarded for the experiences they had.
 * <span style="font-family: 'Arial','sans-serif'; font-size: 13pt;">Motivational Issues **

After play testing we had three ideas in terms of how to make the game more motiviating. The first being to include some background information about the country. We addressed this need by creating an informational paphlet about the country. The second idea was to tailor it more to the audience, we therefore decided to add a few more locations and add more detail to the stop. The final idea was to make the cards more tied to the locations. We had previously discussed this idea but decided against having so many different card sets and the game crafter cards are too small to put multiple locations on one card.

<span style="display: block; font-family: 'Arial','sans-serif'; font-size: 13pt; text-align: left;"> **Play Testing Results:** //Observations://
 * Everyone had fun
 * Took about 45 minutes for both groups to finish
 * One group was very strategic in their travel plans and the players earned at least 10-20 points more than the other group, did not run out of money, and made it back to the college in time.
 * The group that was not strategic had fun, but also ran out of money, some did not make it back to the college on time, and had lower experience points.
 * I forgot to update the itinerary with the new costs before printing.
 * MJ would like to use this game in her class going forward - so maybe we can all pitch in and pay for a game for her class, since she let us have the entire class period.

//Problems encountered://
 * Should money be worth something in the end?
 * Needed to designate someone as the banker/pt giver/collector.
 * They wanted incentive experience pts for making it back to the college on the last day.
 * Need to up the lost pts. for not making it back in time.
 * How many times can you visit a location?
 * They want a way to keep people accountable for their resources.
 * What happens when you run out of money?
 * How are we tying the itinerary to the game play?

//Temporary Solutions://
 * I assigned someone to be in charge of the money and points.
 * I let them borrow $100 for 2 experience pts.
 * I let them only visit a place twice.
 * At the end of the game I let them exchange $100 for 2 experience pts.

//Feedback/suggestions from players://
 * If you land on a square with another player can you have a chance to trade resources/money with them
 * Exchange money for experience pts if you run out of money
 * Have cards that actually say you bought something
 * Bigger Board and signs
 * Use dice or spinner
 * Draw cards
 * balance pts w/objects
 * Itinerary doesn't matter
 * layout is not eye catching
 * balance risks
 * Make more spaces to just draw cards, not visit a place
 * Some risk cards are unclear
 * Bug spray
 * calling card instead of cell phone - because no one brings cell phones
 * switch spots with another player
 * Add spas
 * Museums too pricey
 * High-risk card: switch spots w/another player
 * Lose the itinerary
 * Borrow money by exchanging pts. 5pts = $100
 * Garbage bag should ne replaced with umbrella or raincoat/gear
 * Pts should be given for meeting objectives
 * Friends/family house is WAY OVER WEIGHTED - Bring it down a notch
 * Religious monument/beach/family house/historical site/country inn are not high risk. These are high risk: scuba w/sharks, hang gliding, eating odd food, volcano splunking, traveling alone, seedy bars, alcohol, Driving under the influence
 * Change locations w/player of your choice
 * Buy experience pts
 * Pts for meeting goals
 * Pts for extra money at the end
 * Player itinerary has nothing to do with anything. If you want to use it then reward people for it, otherwise take it out.
 * Need more destinations, but have them cost less.
 * Land on a spot like boating, but then choose or spon to determine if it will be high (in choppy weather) or low (in a lake).
 * You fall in love and do not want to leave, lose a day
 * There is a movie festival in town you want to stay an extra day
 * Need harsher high risk cards
 * Something should happen if you run out of money
 * Risk card says "International" Drivers License - itinerary says drivers license
 * Add country inn to itinierary
 * Costs on itinerary do not match board
 * Cards that reward you. Ex.: you bought sunscreen at a local store, you ran out of sunscreen, you receive a calling card from home so you can use local pay phone when you need to.
 * Need more pts. printed because we ran out
 * want pictures on the board
 * Little reality pamphlet
 * Use cards for packed items so that people have to turn them in when you use them. For example a plane ticket can only be used once, so the ruler can collect the card so the player cant keep it with him to use for the next time.
 * Have a store where people can buy items from.
 * use resource cards

//Game Eval Results: Scale of 1-7// Go to class [|syllabus] and open the play testing rubric listed in week 7 to understand our scores. (It's a PDF)


 * || 3 || 4 || 5 || 6 || 7 ||
 * Clarity ||  || III || IIIIII || III ||   ||
 * Flow || I || I || IIIIII || IIII ||  ||
 * Balance || II || IIII || IIIIII ||  ||   ||
 * Length || I ||  || III || III || IIIII ||
 * Integration ||  ||   || IIIIII || IIIII || I ||
 * Fun ||  ||   || IIIII || IIIII || II ||

//Strongest Pts://
 * Topic is unusual and unique
 * Fun
 * Unique ideas
 * High/low Cards
 * very dynamic, fun and relavant
 * Risk cards
 * Risk
 * cool international experience idea
 * concept/flow
 * experience pts

//Weakest Pts.://
 * Too many loopholes
 * Loopholes
 * Unclear directions
 * Have to stop at sites you dont want to see
 * a little too complex
 * tweak balance
 * No dice
 * Having to stop at events
 * Kinks
 * balance of pts
 * have to stop
 * itinerary does not make sense

//Comparable Games://
 * Life
 * Monopoly
 * Citizens of Catan
 * Sorry

//All of the game materials Used://
 * Board (4 sheets of paper taped together...also the only tape I had on hand was blue packing tape)
 * A normal sized print out of what the game should have looked like, printed before I ran out of ink :)
 * Game pieces
 * High Risk Cards
 * Low Risk Cards
 * Money ($8000 per game - $100's, $50's, $20's, $10's)
 * Experience Points (250 points per game - 5 pt chips & 1 pt chips)
 * Rules
 * Itineraries
 * Evaluation Rubric
 * Evaluation completion form

<span style="display: block; font-family: 'Arial','sans-serif'; font-size: 10pt; text-align: left;">**<span style="font-family: 'Arial','sans-serif'; font-size: 13pt;"> Content Analysis ** Must have a **destination.** Usually a Strict **Timeline**. Must have passport. You must pack what you will need || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">-Players will be given a certain amount of play money at the beginning of the game. -Players will plan an itinerary before departing -Each round is one day and everyone will play 14 rounds. -No time change will occur in our country. -List of locations on a pre-play itinerary -Players will complete a packing list before departing. ||  || 2. You are limited by your budget 3. Most transportation is on a set time schedule 4. Use maps to find your route to your destination 5. You have to carry what you pack || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. Players are rewarded for following their itinerary 2. The board is set up in a map form so that players can plan their route 3. Time is built into the board spaces, and each round equals a day 4. The board determines the routes available 5. Players select what to pack at the beginning of the game. ||  || -you must plan your trip to provide the types of experiences you are looking for -you must take into consideration the amount of time and money available to you -what you pack should be a boon to your experiences not a hindrance
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 13pt;">CONTENT TYPE: ** || **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 13pt;">Content Elements ** || **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 13pt;">Game Elements ** ||  ||
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 13pt;">FACTS: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">Need **money** to travel.
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 10pt;">CONCEPTS: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. You follow an itinerary
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 10pt;">PRINCIPALS: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. Preparation

2. Logistics of travel -You have to manage your time and prioritize what you want to do -you have to manage your money because everything costs money and once you're out, you're out -something will always not go according to plan and you must adjust

3. Adventure -Interacting with the locals will allow you to see more of a place and from a different perspective -Some places are more difficult or dangerous to travel to but will give you unique experiences |||| <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. Preparation -Players are limited to 14 days of travel, and must plan accordingly. -they can look at the board and decide which locations they want to visit -players will also choose 10 items to pack that will come into play later in the game

2. Logistics -Players determine their progress by the amount of spaces they choose to move - they can move up 6 spaces in one turn. Each turn is a day. -Everything costs money --Items selected prior to travel may prevent players from losing time or money later in the game. -Chance cards are drawn throughout the game, which provide challenges or unexpected experiences

3. Adventure -Players will choose their route based on their desired level of adventure. -the chance cards will provide additional experiences both positive and negative || 2. Decide on a time frame 3. Pick your location 4. Pack your luggage 5. Start your adventure || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. The budget for all players is $1000 2. Player will have 2 weeks to complete their travel 3. Players will check off selected destinations and resources prior to starting the game on their itinerary note pad. Players will do research to determine the cost of places prior to travel. 4. Players will pick 10 items they wish to pack 5. Players move around the board to visit their destinations ||  || 2. An itinerary needs to be created 3. Traveling involves transportation and the time and money that is associated with that. 4. You have to pay for every night that you spend traveling || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. Each player will begin with the same amount of money 2. Players will list before playing the 5 places they most want to go. They will be reward extra points for going to all the locations they listed. 3. The transportation is somewhat undefined but follow taking a bus or railway. Players will have to pay along the way to cover transportation costs. 4. The price of accommodations are built into the locations they choose as well as on the board in between locations. ||  || Lost passport Lost luggage Lack of money Some types of travel are riskier than others backpacker vs. cruise ship Weather changes Lost luggage Unique opportunities || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">Most of the obstacles are built into the chance cards Chance cards can have 2 levels of risk (low risk low reward in one pile, high in the other) The players will have a chance to use what they packed to help them complete the challenges. Some challenges cost money and time Some of the cards will reward positive experiences ||  || =Design Process=
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 10pt;">PROCEDURES: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. Decide on a budget
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 10pt;">PROCESSES: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">1. You must accommodate your budget
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 13pt;">PROBABILITIES: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">Language barrier
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 10pt;">CONTEXT: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">Sky, airport, freeway, bus station, subway, train station. || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">The mode of travel is a little undefined but most clearly resembles train or bus travel. ||  ||
 * **<span style="color: black; font-family: 'Times New Roman','serif'; font-size: 10pt;">VANTAGE POINT: ** || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">Young college age traveler. || <span style="color: black; display: block; font-family: 'Cambria','serif'; font-size: 10pt; text-align: left;">Players will begin at the college and must return in 2 weeks before classes start ||  ||

Design Process Originally our game involved traveling around the worlds and visiting the different continents. As we discussed who our target audience was it became clear that no one was really going to plan a trip around the world and even if they were they probably would not be grouped together to play the game. We then had to decide if we were going to focus solely on traveling or were we going to include cultural knowledge. We decided that our focus was the fundamentals of travel and therefore took Bernie's suggestion to make the game take place in a fictional country.

We still had an issue of who our audience was going to be. We finally decided that our target audience was a college student planning to study abroad. They would be together in a class or at an orientation. With that in mind we focussed on three main areas. 1. Preparation 2. Travel logistics 3. Adventure. We spent a lot of time trying to figure out how to include time as a factor in the game. We thought of having players roll a dice, tally their hours on the score card, move the same distance each turn. We ultimately came to a great compromise. Each turn is one day but players may choose how many spaces they wish to move from 1 to 6 spaces per turn. This allows for all the players to be aware of the time as well as giving them freedom to travel as fits their itinerary.

One aspect that was limiting in terms of gamecrafter was the size of the cards. We would have liked to make the challenges more specific to the locations. We wanted to set the cards up trivial pursuit style where there would be multiple challenges on one card. Since the cards were too small for that we just have two generic piles, High chance and low chance.

Through the play testing we clarified some loopholes that were not explict in the rules though they were in our mind. One interesting note is that the players felt that a trip to a family member's home was not worth a lot of points. I think that really reflected the difference in mind set between the makers and the players. How self centered are you that you wouldn't see visiting your "aunt" as valuable? It was a judgement call that we have to make for our players. Part of the game is to manage your money. One of the groups did not read the rules carefully and several of them ran out. Overall we ended with a product that did reinforce the traveling concepts we hoped to teach. <span style="display: block; font-family: 'Arial','sans-serif'; font-size: 10pt; text-align: left;">**<span style="font-family: 'Arial','sans-serif'; font-size: 13pt;"> Box Art:

References ** · <span style="color: blue; font-family: 'Arial','sans-serif'; font-size: 10pt;">[]

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 * <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">Additonal Goup Links (for reference) **<span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">

Board Game Link [|**http://docs.google.com/Doc?docid=0Af9SkqGWdDw-ZGM2d3NoZmNfNmYzcGZueGd0&hl=en**]

Resource cards []